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Integrate amethyst_renderer #7
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Implement InputHandler for mouse movement
Project module (Configuration rework)
+ Adds a crate "amethyst-assets" + Example usage and README.md This commit contains the core functionality for asset management. This means that e.g. formats or special syntax are to be done.
* Add input rebinding * Correct lots of typos. * Rewrite axis_value to be cleaner. * Add _released functions to compliment _down functions. * Remove outdated inline comment * Rename functions to be less confusing. * Add missing doc comments
Fix input in pong example
* specs v0.9 compiled * examples on specs v.0.9 * docs on specs v0.9 * Remove adding default system . Add to . Fix formatting and commenting issues * Sort imports. Remove unncesessary * TransformSystem is not thread-local. Sorting stuff * Add direct access to World
Expose InputHandler types
Lifetimes for Application and Exposing InputHandler types
This commit renames asset_loaded to cache and cached to retrieve.
* Update readme Add language to indicate we don't officially support nightly or beta branches of Rust. * Update README.md * Update CONTRIBUTING.md * Change language to be a bit less harsh.
…uilder::build() methods
…wGlobal to Effect, change EffectBuilder
* New DrawFlat pass. Example sphere works with DrawFlat * Three pass kinds. Prep, Main and Post * Implement some physically based rendering * Revert unnecessary change * Correct DrawFlat. Use size of vertex type from parameter. Fix sphere example. Clear draw buffer. Remove unnecessary 'use's * Add new vertex format 'PosNormTangTex' which holds tangent vector along with normal. * Correct default normal texture * Accept tangent vector in shaders * Correct fresnel calculation in pbm.glsl * Use normal map in pbm.glsl Use PosNormTangTex in material example * Improve vertex attribute query by 'WithField' trait * Make linking easier for users of 'Effect' * Bound in 'Slice' instance in MeshBuilder::finish * Fix data linking * Move parts of shader algorithm into functions * Apply passes in stage in sequence they were added. Use next slice of encoders for each pass (reusing last encoder from previous slice) * Apply all parallelable passes with single for_each * A little refactoring.
…equired, use iterators in Stage::apply
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MeshComponent
,MaterialComponent
,LightComponent
MechBuilder
,TextureBuilder
andMaterialBuilder
can beSend + Sync + 'static
nowMechBuilder
andMaterialBuilder
inRenderSystem
Scene
on each frame. Slow. Need rework here.